It seems to me that you might be looking at this problem from the wrong perspective. I`m not overly sure that I know what it is your trying to do, but... You keep referring to the Angles of the Object & Camera.
It sounds to me that you should be using a Matrix to hold the Orientation of your Object 4x4 (or just 3 x Vector3 values). Plus a Matrix to hold the Camera Orientation. Use Matrix rotation to change the object/camera orientations instead of trying to store the current Angles of each axis. This method will give you alot more flexibility & control.
Also the movement of your object would then just be along its Zaxis or a Normalize version of the XY components of the Z axis(if you want the object to stay on the ground only!).
Hope I made some sense.

ps. If you want to rotate the Orientation Axis relative to the orientation vectors XYZ (ie Row relative to Yaw) then let me know and I will post my rather big formula for you to use.
This post has been edited by Codersys: 21 May, 2008 - 11:35 AM